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V4.4 - Markerlight Sentry Drones

 Post subject: V4.4 - Markerlight Sentry Drones
PostPosted: Mon Mar 06, 2006 2:44 am 
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Tac, TRC, CS and others:- I think I may have led you all up a blind alley here! ?:oops:

On reflection, we should not "remove" activation, but rather add the comment as originally suggested by Honda on P1
- or even comment that the only legal activations they can make are 'Hold' and 'Marshall'; and if out of formation they must perform a move according to 1.2 and 1.6.1. (Having done their "0" move, you remove anything that is out of formation - which is the intention here isn't it?)

@Steele
I think Drop pods have been debated extensively in SG site, and IIRC are actually deemed to be merely a marker rather than a formal unit as such (each representing up to 12 pods). The only effect they have is the Deathwind attack on arrival - after that they provide no cover, have no intrinsic ZOC, and are not active in any way.

@ Dobsy
Fearless would be a bit OTT IMO as you would then need to shoot or assault each unit, but there is a certain logic there

@CS
I am still concerned about their use to block assaults and as a 'sacrificial blocker' - but agree we should suck it and see.

Cheers

Ginger

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 Post subject: V4.4 - Markerlight Sentry Drones
PostPosted: Mon Mar 06, 2006 9:26 am 
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@Ginger,
thanks for clarifying, as there exist some Models I thought they would remain on the field. Do you have a Link to the thread? Or some more direct info on where to find the relevant section?

Cheers!
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 Post subject: V4.4 - Markerlight Sentry Drones
PostPosted: Mon Mar 06, 2006 3:48 pm 
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Hi steele

Regarding Drop pods, the FAQ answer is here in section 4.4

The various drop pod discussions are
Another drop-pod question
Space Marine Drop Pods Deathwind
More Marine Drop Pod Questions

Cheers

Ginger

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 Post subject: V4.4 - Markerlight Sentry Drones
PostPosted: Mon Mar 06, 2006 5:52 pm 
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@Ginger and gang,

On reflection, we should not "remove" activation, but rather add the comment as originally suggested by Honda on P1
- or even comment that the only legal activations they can make are 'Hold' and 'Marshall'; and if out of formation they must perform a move according to 1.2 and 1.6.1. (Having done their "0" move, you remove anything that is out of formation - which is the intention here isn't it?)


I'm happy and would agree with this.

Cheers,

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 Post subject: V4.4 - Markerlight Sentry Drones
PostPosted: Sat Mar 11, 2006 4:54 pm 
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OK. Since this seems to be settled for the short term, I will set the Markerlight Sentry Drone Turrets as:

Force List

Markerlight Sentry Contingent
Six (6) Markerlight Sentry Drone Turrets, 75 points

Upgrades: None

Stat Line

Type: Light Vehicle
Speed: 0cm
Armour: 4+
Close Combat: -
Firefight: -

Weapons: None
Notes: Markerlights, Teleport, No activation, Cannot claim or contest objectives, Units out of formation coherency in the end phase are treated as destroyed as normal.


Two final questions:

1. I would say that units out of formation in the end phase are destroyed (as stated currently in the stat notes). However, I am open to not being destroyed for being out of formation since they dont have a movement and being out of coherency is not something that they can actually do anything about (and therefore means that a single unit with the Sniper ability can potentially take out three units with a single shot!).

2. Blast markers are a larger problem. If they cannot get blast markers then it is yet another special rule for the unit. If they can get blast markers then they cant get rid of them as they dont have an activation. The alternative that I am currently favouring is that the formation is always, automatically on Marshall orders each turn (without taking an activation).

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 Post subject: V4.4 - Markerlight Sentry Drones
PostPosted: Sun Mar 12, 2006 5:59 am 
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Alternatively say that may only take a marshall action?
Always being on marshal is still an activation - even if you automatically pass. So they can still be used to bulk your activations then.

And does destroyed as normal mean they give blastmarkers to the rest of the formation?

Also will these special rules go into the special rules bit along with the Tau commander special rule?

I do think with the above issues players will clump them together (just as I do with siege artillary, move zero abounds) and as no one wants to give away teleporting screens with an activation they might need some faq/additonal special rules.

Though clearly unpopular I still favour simply making them part of an objective, on your or the enemies board half (similar to the wraithgate) - all units with 30cm are marklit automatically and this effect lasts all game. The models would be used to show what area was seeded with them. Certainly could show the difficulties of invading a fully networked Tau world!

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 Post subject: V4.4 - Markerlight Sentry Drones
PostPosted: Sun Mar 12, 2006 12:54 pm 
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Though clearly unpopular I still favour simply making them part of an objective, on your or the enemies board half (similar to the wraithgate) - all units with 30cm are marklit automatically and this effect lasts all game.

Certainly would be amusing putting them on the same objective as the wraithgate.
That said it would severely impair the usefulness of the sentries, people would simply avoid the area when deploying.

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 Post subject: V4.4 - Markerlight Sentry Drones
PostPosted: Sun Mar 12, 2006 1:21 pm 
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@TRC


Though clearly unpopular I still favour simply making them part of an objective, on your or the enemies board half (similar to the wraithgate) - all units with 30cm are marklit automatically and this effect lasts all game. The models would be used to show what area was seeded with them. Certainly could show the difficulties of invading a fully networked Tau world!


I agree with you, this is an unpopular option. ?:/


1. I would say that units out of formation in the end phase are destroyed (as stated currently in the stat notes). However, I am open to not being destroyed for being out of formation since they dont have a movement and being out of coherency is not something that they can actually do anything about (and therefore means that a single unit with the Sniper ability can potentially take out three units with a single shot!).


I don't have a problem with them being "vulnerable". That's Ok. There is no mention that anyone had a problem taking them out, only that they had to stop what they were doing to expend the effort. THAT is where the value comes.

Again, to restate my intent, if the formation should become out of coherency, then the owning player has to remove a number of units until the formation is back into coherency.

So, you want to get cute and string Sentries all over the place? Great, one shot and you'll have to drop off around half of the remaining units. As I said earlier, if you do "opposite of smart" things with the formation, then they will start padding your tie-breaker in your opponents favor. Do that at your own risk.


2. Blast markers are a larger problem. If they cannot get blast markers then it is yet another special rule for the unit. If they can get blast markers then they cant get rid of them as they dont have an activation. The alternative that I am currently favouring is that the formation is always, automatically on Marshall orders each turn (without taking an activation).


I realize it isn't necessarily a "closed loop" operation, but there isn't a clean way to deal with BM without...hmm, what if we just state that they ignore BM?

OTW, we're left trying to do something with the BM, which for the logically minded (not me), leaves an unchecked box that nags at their psyche.     :p

So, I think the cleanest solution is say that BM's have no effect or that Sentry's ignore them.

What say ye?

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 Post subject: V4.4 - Markerlight Sentry Drones
PostPosted: Sun Mar 12, 2006 1:23 pm 
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So they can't be broken?
Makes them harder in assualts :)

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 Post subject: V4.4 - Markerlight Sentry Drones
PostPosted: Sun Mar 12, 2006 1:27 pm 
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No they can still be broken in an assault, and with zero move will basically die.

Just can be broken from BMs, which are going to come from shooting.


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 Post subject: V4.4 - Markerlight Sentry Drones
PostPosted: Sun Mar 12, 2006 1:39 pm 
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Just can be broken from BMs, which are going to come from shooting.


Which "seems" like it ought to be Ok. It's been my experience so far that they die pretty quickly when assaulted, it's just the annoyance of having to go through the effort, which is exactly as they are described.

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 Post subject: V4.4 - Markerlight Sentry Drones
PostPosted: Sun Mar 12, 2006 1:52 pm 
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So if you are poor at assualts hope you don't die against them in the roll off? :)

Not being able to take them out through shooting is something of a pain.

Take roadbump scouts, often another unit will shoot them to allow the formation they are blocking to go through - that wouldn't work here.

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 Post subject: V4.4 - Markerlight Sentry Drones
PostPosted: Sun Mar 12, 2006 3:33 pm 
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So if you are poor at assualts hope you don't die against them in the roll off?

Them's the breaks :p
Seriously, few formations would have trouble removing them if they wanted by assault.  And others can always just go around.  As Honda says, if you try and abuse that feature by stringing them out its likely you'll lose more from coherency at the end of the turn.

PS
Just can be broken from BMs, which are going to come from shooting.
should be..
Just can't be broken from BMs, which are going to come from shooting.


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 Post subject: V4.4 - Markerlight Sentry Drones
PostPosted: Mon Mar 13, 2006 4:27 am 
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Sounds like this one's about closed up then...

Sounds like we have a majority consensus for something to get into v4.4 gents.

CS - you satisfied?

Cheers,





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 Post subject: V4.4 - Markerlight Sentry Drones
PostPosted: Mon Mar 13, 2006 2:47 pm 
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So if you are poor at assualts hope you don't die against them in the roll off?


Not trying to be sarcastic, but why are you assaulting with a unit that isn't good at assaulting?


Not being able to take them out through shooting is something of a pain.


Well, keep in mind that what we are attempting to prevent is abuse. So if someone strings them all out, kill the middle one or two units (however you want to do that), then the owning player will be in a position where the unit is out of coherency and will be immobile. So then the owner will be forced to pick which part of the remainders will be eliminated as they cannot move back into coherency.

So, in all likelihood, a majority of the unit will disappear.

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